In teh tangent space vertex attributes why is the bitangent (aka binormal) provided as an attribute instead of calculated? If the three vectors of the tangent space must be perpendicular then the ...
I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere ...
I can define a plane in 3D space using three 3D points (p0, p1, p2) that all lie in the plane and that form a non-degenerate triangle. Calculating the normal of the plane is as simple as calculating ...
My Task I want to interpolate a heightmap by using the normal of each nearby point of the heightmap which is calculated before. When having 4 Points before i gonna have 9 points after it. ( See this ...
I'm very confused about the math behind the model/affine transformation expressed in homogeneous coordinates. Reading this article, I understood that a generic vector is transformed by multiplying it ...
Hey guys, i was wondering how i would go about finding the perpendicular lines relative to a surface normal. For instance say i have (0,0,1) the expected output would be (1,0,0) and (0,1,0). What ...